AI-Uveso (v87). AI mod for FAForever

Moderator: Uveso

AI-Uveso (v87). AI mod for FAForever

Postby Uveso » 29 Jun 2018, 20:59

Uveso's AI Mod

for Supreme Commander: Forged Alliance Forever v1.5.3697+
This mod supports Nomads.

AI-Uveso <only for FAF> v87
http://faforever.uveso.de/AI-Uveso-Mod-v87.zip
DownloadSize: 205 KB, Unpacked: 1.43 MB
Downloadable from Vault: Yes.

How to install:

Unpack the archive.

Copy the "AI-Uveso" folder from inside the Mods directory to:
"C:\...User...\My Games\Gas Powered games\Supreme Commander Forged Alliance\Mods\"


Features:

5 new sub AI's:

- AI: Adaptive; Balanced AI, builds Land, Air, Naval and Experimental units.
- AI: Overwhelm; Like AI-Adaptive, but increases cheat+build factor by 0.6 after 35 minutes and again by 0.6 after 60 minutes.
- AI: Rush; T1, T2 and T3 unit spam with fast tech upgrade and few experimentals.
- AI: Experimentals; Builds a few units and is focussing on building experimental units.
- AI: Easy; Builds a few units and does not attack the enemy base. But it will defend its base.

(For Turtle Play use a adaptive cheat AI with a cheat+build factor of 1.4 on a 10x10 map.)

Unless other AIs it works well with low unitcap like 250 or even 125 units.
( a unitcap of 700+ is still recommended)

New functions:

- Same functionality on maps with and without AI path markers. (Game is slower without markers.)
- Option to autocreate AI Map marker incl. printing into the game.log for copy&past (Into map_save.lua)
- New target function can handle 2 lakes maps like setons clutch, and has the same functionality with or without AI markers.
- Homeless units (no platoon, stucked etc) will now return to the nearest location for new orders.
- New eco system does not cancel buildorders if eco is low.
- AI detects paragon like buildings for more build power.
- Engineers will set to pause while assisting if eco is too low.
- New mass extractor upgrade logic. AI spends 40% of its overall income for mass upgrades. (can dynamically change)
- AI will first upgrade mass extractors near main base, not in order how they where build.
- AI can/will build support factories.
- AI supports multifaction build and upgrades. (captured units and All Faction mod)
- New nuke AI function for new attack modes with strategical missiles like overwhelm or Jericho bombardment.
- Additional build platoons in case a paragon like structure is build. (Mass nukes, Experimantals spam etc)

- Reworked AI pathfinding function (Edsger Dijkstra's A Star algorithm) - 400% faster than the original GPG algorithm.
- New location range manager is adjusting the influence radius of location managers to prevent overlapping areas.
- New engineer transfer function to move idle engineers from expansions back to main base for better build power.
- Units will not simply be killed on unitcap, they will be send to the enemy or reclaimed.
- Special platton form builder for mods. (Hydrocarbon upgrader for Black Ops etc.)
- New buildconditions for platoon builder and former.
- New unit category "AMPHIBIOUS" to form amphibious platoons. (All amphibious units get this category injected. Also units from mods.)
- New unit category "FLOATING", same as amphibious.

- Debug function to validate maps gives warnings if a map has bad AI path marker, mass points etc.
- Debug function to visualize AI Pathfinding
- Debug function for Platoons. Renames a unit with its Platoon name.
- Debug function for Buildermanger to test/view build priorities and Builder logic errors.

- Commander AI can upgrade all ACU's incl. Black Ops and Nomad ACU's. (and fight ^^)

Update 15.Jul.2020(v87)
- New: AI works now with No-Rush game mode.
- New: A new Priority manager is now changing priorities on build platoons
- Opt: Reworked naval factory and unit builder. Should now build way more naval units.

Update 21.May.2020(v86)
- Fix: The debugoption for platoonnames was spaming a debugmesage every AI-ExecutePlan() cycle

Update 19.May.2020(v85)
- New: Markergenerator is now able to create land expansions incl mass count.
- Fix: Added placeholder for nomads SACU categories in case the nomads mod is not activated
- Opt: Changed mass extractor upgrade logic for agressive upgrades


For older changes see:
[...]\Mods\AI-Uveso\Changelog.txt

AI Development Discord Server (AI-Swarm / AI-Uveso / RNGAI / DilliAI)
https://discord.gg/ChRfhB3
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Re: AI-Uveso. New mod for FAForever

Postby cel00 » 09 Jul 2018, 21:02

Sounds very interesting!
Maybe I am just overlooking something but the Ai does not appear in the drop-down menu in the lobby for me.
「あなたが楽しめることを何なりと。マイマスター」
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Re: AI-Uveso. New mod for FAForever

Postby CookieNoob » 09 Jul 2018, 22:49

cel00 wrote:Maybe I am just overlooking something but the Ai does not appear in the drop-down menu in the lobby for me.

I think you overlooked the HUGE RED TEXT at the top of the post... ;)
Uveso wrote:This mod needs the development version of the game (FAF Develop) !!!
Check out the next level of maps: viewtopic.php?f=53&t=13014
For adaptivity, customizability and less clutter in the vault.
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Re: AI-Uveso. New mod for FAForever

Postby cel00 » 10 Jul 2018, 01:18

CookieNoob wrote:
cel00 wrote:Maybe I am just overlooking something but the Ai does not appear in the drop-down menu in the lobby for me.

I think you overlooked the HUGE RED TEXT at the top of the post... ;)
Uveso wrote:This mod needs the development version of the game (FAF Develop) !!!

Oh yeah I knew I overlooked something stupid, sorry.
「あなたが楽しめることを何なりと。マイマスター」
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Re: AI-Uveso. New mod for FAForever

Postby Franck83 » 11 Jul 2018, 01:28

Hi Uveso,

I played against a AIx UVESO and the AI still only build tech 1 units after 45 min in game.

replay UID : 8228615
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: AI-Uveso. New mod for FAForever

Postby Uveso » 11 Jul 2018, 05:40

Hey Franck83,

yes at the moment the AI is spaming mostly T1 units.
I plan to add factory upgrades and T2/T3 spam later.
And instead of building experimentals it should spam air units.

But most of the time i am hunting and fixing ingame bugs.
I lost the last week only for fixing the ingame AI assisting functions, so i can continue with my assisting plattons.
(Engineers where only assisting a single construction at the same time. Now they will spread out to assist all constructions.)

And here is the problem. I wan't my AI to use support factories to spam T2 or T3 units.
But the game has no upgrade builder for Supportfactories. It can only upgrade to HQ's.

So i have to create new support factory upgrade builders for the game, and then i can continue with T2 spam :)
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Re: AI-Uveso. New mod for FAForever

Postby Franck83 » 11 Jul 2018, 22:32

Waow, you are hard at work ;).

You seem to have nice goals. Better AI will be a nice thing.

ACU upgrades can be done earlier by Ai.

A nice thing would be a dynamic difficulty in game. For example, if human players are taking a huge advantage, why not adjusting AI cheating factor.

Have a nice dev !
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: AI-Uveso. New mod for FAForever

Postby Uveso » 12 Jul 2018, 01:45

If you like a dynamic AI, use the Adaptive AI.

The adaptive AI will look at your army (if omniview is enabled) and only build as much units as you have.
So you can increase the cheat and buildfactor without been overrun in the 1st. 5 minutes. :)
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Re: AI-Uveso. New mod for FAForever

Postby Uveso » 14 Jul 2018, 01:49

Coming soon :mrgreen:

Reworked assist functions:
(Engineers are now assisting multiple buildings/units instead of a single one.)
Assisting.png
Assisting.png (420.38 KiB) Viewed 14404 times
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Re: AI-Uveso. New mod for FAForever

Postby cel00 » 17 Jul 2018, 03:46

Great to see progress! In case if the AI reaches a more complete stage and would be implemented in FAF it maybe could solve some of the community problems. Like worthwhile opponents for newer players or more advanced ones for better warm up as the current AI not only has some technical problems but also is quite outdated in terms of game style and not really worth watching. Also introducing new maps would be easier if the AI could serve as player replacements until a map gets more known or even when someone disconnects mid game so instead of a man down maybe an AI could take over the base but that's just a random idea I had.
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